Angband 64 x 64 pixel tileset

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  • Shockbolt
    Knight
    • Jan 2011
    • 635

    Angband 64 x 64 pixel tileset

    **************************Text below this line was added 9th October 2011**************************

    I've had more than a few people ask me about the use of this tileset and/or the use of the tileset already made for ToME. And I've tried to answer that in the best way I could from my point of view (which is a creative painters approach, one with a desire to design and paint rather than be occupied with legal matters and the idea of becoming filthy rich on what he does).

    I got introduced to fantasy roleplaying at the age of 12, back in the 80s, MERP was the thing for us then, and we quickly advanced onto Rolemaster. Needless to say for those familiar with both rpg systems, they're based on and heavily influenced by Tolkiens Middle-earth. (at that time, ICE still had the rights to publish Middle-earth related materials).

    This again lead to a "massive" library of fantasy/rpg games for the C64/Amiga and later on PC, and so it was that I discovered various roguelike and Angband, and fell inlove with the simple but yet extremely fun gameplay that kept me busy over many years of school. Then work and other stuff came along and I didn't play Angband for years, and I thought for certain that the game was somewhat abandoned by now, but still I went online and quickly found rephial.org and this forum. And I was proven wrong, there's "tons" of variants and Vanilla Angband itself being kept alive, and so I decided to give the game a little "payback" for all the fun it has given me.

    That was a brief and boring background trying to explain the reason why I'm doing this, here comes the do and don't do:

    Both the ToME tileset and the Angband Tileset has taken me hundreds upon hundreds of hours to create, painting almost every day since I first started back in January this year. So I would like to say, please do not use these tilesets without permission, as they were mainly created for Angband and ToME in the first place.

    ToME tileset brief legal info:

    The ToME tileset is a tileset exclusively made for ToME, not to be used with any other games or projects without the blessings of myself and the creator of ToME. However, there are tiles being shared between ToME and Angband.


    Angband tileset brief legal info:

    The Angband tileset was initially started as an exclusive tileset for Angband, made for free, for a totally free game. Over the months, I've been asked to share the tiles with other variants and roguelike games. My reply has so far been something like this:

    You may use the Angband tileset for your game/project/roguelike for free, if the following conditions are met:

    -your game/project is non-commercial/doesn't aim to profit from sales/ads


    If you plan to use the Angband tileset for a game/project/roguelike that you plan to make profit from:

    -Send me a message or e-mail using raymond@digitalartwork.no with your request
    -For commercial projects/projects with profit in mind, I aks for a one time cost of $250 to use my tileset

    I would be grateful if my name and perhaps a link to my website www.digitalartwork.no could travel along with the rest of the credits, wherever this tileset goes : )

    I hope that cleared up some confusion and left more people happy about the above, rather than angry and upset...

    Updated 18th July 2017:

    The "Shockbolt" tilesheet can now be found here, in 64x64 format: http://www.digitalartwork.no/Angband...t_64x64_01.png

    The "Shockbolt" tilesheet can now be found here, in 32x32 format: http://www.digitalartwork.no/Angband...t_32x32_01.png

    Both tilesheets will be updated when more tiles are added to them.

    **************************The original first thread post is found below this line**********************************

    Hiya,

    Thought I'd create a tileset of my own, and here's a preview of what I've painted today, all handpainted in photoshop. The original tileset is 128 x 128 pixels, these are scaled down.

    More previews will be added as I finish them, inbetween all the other game graphics these days.

    Last edited by Shockbolt; July 26, 2017, 15:05.
    http://www.rpgartkits.com/
    Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    Beautiful! Keep it up!

    Comment

    • APWhite
      Adept
      • Jul 2007
      • 244

      #3
      I know what that adventurer is thinking. "Do I make a dash for the flask of oil and throw it, or can I make it to that sword before that ant bites my leg in half?"
      St George Chiropractor
      Angband Borg Homepage

      Comment

      • dos350
        Knight
        • Sep 2010
        • 546

        #4
        hi , very nice, i usually cant stand angband with tiles, sorry to all who do the current ones eee ~ but these look good to me, if it was full set i would indeed try~! does angband support directions lol? like for facing ways on char and monster??? could get pretty serious, eee~ keep up good work!
        ~eek

        Reality hits you -more-

        S+++++++++++++++++++

        Comment

        • fph
          Veteran
          • Apr 2009
          • 1030

          #5
          Originally posted by dos350
          does angband support directions [...] like for facing ways on char and monster???
          No -- currently there is only one "wall character" (for every type of wall). But still, even without direction, the tiles look great and are a definite improvement over the existing ones.
          OTOH, the developers (kudos to all of them) are very active and I would not completely rule out the possibility that someone implements "directional walls" on a git branch.
          --
          Dive fast, die young, leave a high-CHA corpse.

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by fph
            No -- currently there is only one "wall character" (for every type of wall). But still, even without direction, the tiles look great and are a definite improvement over the existing ones.
            OTOH, the developers (kudos to all of them) are very active and I would not completely rule out the possibility that someone implements "directional walls" on a git branch.
            I don't think it's necessary to implement anything different to have joined-up-looking wall tiles - but tiles aren't my thing so I could be wrong.

            The tiles look fantastic - I'm a diehard ascii man but I'd be very happy to try these.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              Having the ability to have facings for walls greatly opens up your options as far as graphics are concerned. For example, a standalone wall could be rendered as a rounded pillar instead of as a square chunk that gets abruptly cut off at the edge of the grid cell.

              That said, this information is only useful if someone's going to make use of it.

              Edit: take a look at the mockup. It has walls that are 1 tile wide, which slope down on either side. It also has a line of walls that is 7 tiles wide (the bottom of the room), where each tile in the wall does not slope down on either side. That's the kind of thing you need adjacency information for. The graphics in the mockup are not currently possible to realize in-game with just a straight (i.e. blind) replacement of ASCII characters with bitmaps.
              Last edited by Derakon; January 4, 2011, 18:36.

              Comment

              • d_m
                Angband Devteam member
                • Aug 2008
                • 1517

                #8
                Originally posted by Magnate
                I don't think it's necessary to implement anything different to have joined-up-looking wall tiles - but tiles aren't my thing so I could be wrong.
                Currently we have one wall character. We would need to support (at least) 16 (1 + 4 + 6 + 4 + 1) different wall tiles for all the different connectedness options:

                x1 wall touches walls on all sides (embedded in other walls
                x4 wall touching walls on 3 sides
                x6 wall touching walls on 2 sides
                x4 wall touching wall on 1 sides
                x1 wall touching wall on 0 sides (pillar)

                I don't know if we need to worry about diagonal connectedness. If we do, then instead we need 260 tiles to cover all possible kinds of connectedness (1 + 8 + 28 + 56 + 70 + 56 + 28 + 8 + 1). That is probably not feasible.

                The graphics look great!

                Do you think having 16 kinds of wall tiles will work (e.g. that we can do the 3d walls you're doing)? keep in mind that we would need to "cut up" your graphic into squares and then randomly piece them back together based on the map. I can't visually tell if this will work or not.
                linux->xterm->screen->pmacs

                Comment

                • takkaria
                  Veteran
                  • Apr 2007
                  • 1951

                  #9
                  Originally posted by d_m
                  Currently we have one wall character. We would need to support (at least) 16 (1 + 4 + 6 + 4 + 1) different wall tiles for all the different connectedness options:

                  x1 wall touches walls on all sides (embedded in other walls
                  x4 wall touching walls on 3 sides
                  x6 wall touching walls on 2 sides
                  x4 wall touching wall on 1 sides
                  x1 wall touching wall on 0 sides (pillar)

                  I don't know if we need to worry about diagonal connectedness. If we do, then instead we need 260 tiles to cover all possible kinds of connectedness (1 + 8 + 28 + 56 + 70 + 56 + 28 + 8 + 1). That is probably not feasible.

                  The graphics look great!

                  Do you think having 16 kinds of wall tiles will work (e.g. that we can do the 3d walls you're doing)? keep in mind that we would need to "cut up" your graphic into squares and then randomly piece them back together based on the map. I can't visually tell if this will work or not.
                  I think 16 will work, but I could be wrong.

                  I'll add this to my list of graphics improvements to make. (This will require 16 * 3 different tiles for a 'complete' tileset! 16 for orientation, 3 for lighting.)
                  takkaria whispers something about options. -more-

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #10
                    Originally posted by takkaria
                    I think 16 will work, but I could be wrong.

                    I'll add this to my list of graphics improvements to make. (This will require 16 * 3 different tiles for a 'complete' tileset! 16 for orientation, 3 for lighting.)
                    Is the colouring a property of the tile then? Or could we not use 16 different tiles, and display them in three different shades for the lighting?
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • takkaria
                      Veteran
                      • Apr 2007
                      • 1951

                      #11
                      Originally posted by Magnate
                      Is the colouring a property of the tile then? Or could we not use 16 different tiles, and display them in three different shades for the lighting?
                      At the moment, each lighting level has its own tile. We could use shading, but I'm not writing the code :P Plus, I think it's also a pretty good idea to give tile designers control over lighting levels.
                      takkaria whispers something about options. -more-

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        #12
                        Originally posted by takkaria
                        At the moment, each lighting level has its own tile. We could use shading, but I'm not writing the code :P Plus, I think it's also a pretty good idea to give tile designers control over lighting levels.
                        Sure, that sounds sensible. It's not as if changing the lighting on the 2nd and 3rd sets of 16 is the same amount of work as creating the tiles in the first place.
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

                        • Shockbolt
                          Knight
                          • Jan 2011
                          • 635

                          #13
                          Another screenshot to see how the tiles are put together/grid placed over them.

                          I'll adress the replies in here as soon as I can, and I'm working on a less 3D'ish version now(for the wall tiles that is), to cut down on the number of tiles needed. I must say, I did not have the huge number of tiles in mind when I made this first tileset concept

                          Question to the programmers though: "real building artwork" for the above village level, does that require alot of work to code into the game? I had tiles featuring walls/roof etc in mind for those.

                          Last edited by Shockbolt; April 15, 2014, 19:37.
                          http://www.rpgartkits.com/
                          Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

                          Comment

                          • fph
                            Veteran
                            • Apr 2009
                            • 1030

                            #14
                            Originally posted by d_m
                            then instead we need 260 tiles to cover all possible kinds of connectedness (1 + 8 + 28 + 56 + 70 + 56 + 28 + 8 + 1).
                            Nitpick: that sums to 256, not 260. You can get that figure, as well as the 16 above, in a simpler way: each edge or vertex can be either connected or not connected, so 2 possibility for each of the 8 edges/vertices, 2^8=256.
                            --
                            Dive fast, die young, leave a high-CHA corpse.

                            Comment

                            • Shockbolt
                              Knight
                              • Jan 2011
                              • 635

                              #15
                              Originally posted by d_m
                              Currently we have one wall character. We would need to support (at least) 16 (1 + 4 + 6 + 4 + 1) different wall tiles for all the different connectedness options:

                              x1 wall touches walls on all sides (embedded in other walls
                              x4 wall touching walls on 3 sides
                              x6 wall touching walls on 2 sides
                              x4 wall touching wall on 1 sides
                              x1 wall touching wall on 0 sides (pillar)

                              I don't know if we need to worry about diagonal connectedness. If we do, then instead we need 260 tiles to cover all possible kinds of connectedness (1 + 8 + 28 + 56 + 70 + 56 + 28 + 8 + 1). That is probably not feasible.

                              The graphics look great!

                              Do you think having 16 kinds of wall tiles will work (e.g. that we can do the 3d walls you're doing)? keep in mind that we would need to "cut up" your graphic into squares and then randomly piece them back together based on the map. I can't visually tell if this will work or not.
                              I didn't realize the codes would be so complex when I sat painting these today. I'm working on a second edition now, one less 3D than this one, posting it later tonight.
                              http://www.rpgartkits.com/
                              Fantasy art kits for personal and commercial use. Commercial use requires a Developer license, also available through my website.

                              Comment

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